CP Meadow

biskuu

L2: Junior Member
Oct 25, 2014
97
22
This is my second map. Any feedback is greatly appreciated! :p
 
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RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Now where have I seen this before?

I would just say that in future, you are better off editing your pre-existing thread rather than creating a new one, even if the map features major design changes. This mostly seems to be a reskin of the first map, so really the continuity should be kept. This allows readers to understand what exactly your map has been doing so we don't get lost and forget what started where, alright? It drives me crazy how many of the now official showcase maps have threads that started 3/4 through development because of whatever reason they had.
 

biskuu

L2: Junior Member
Oct 25, 2014
97
22
Now where have I seen this before?

I would just say that in future, you are better off editing your pre-existing thread rather than creating a new one, even if the map features major design changes. This mostly seems to be a reskin of the first map, so really the continuity should be kept. This allows readers to understand what exactly your map has been doing so we don't get lost and forget what started where, alright? It drives me crazy how many of the now official showcase maps have threads that started 3/4 through development because of whatever reason they had.

Just made a new post so that I have a fresh start on it :p
 
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biskuu

L2: Junior Member
Oct 25, 2014
97
22
I would like some feedback on how to improve my last point, I found Engineers can be a little powerful so I used some func_nobuilds and a small structure to break important sightlines on a2, any suggestions?
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I would like some feedback on how to improve my last point, I found Engineers can be a little powerful so I used some func_nobuilds and a small structure to break important sightlines on a2, any suggestions?

Raise the point up to the same, or at least similar level to spawns. Your map design encourages spamming down on them with the help of your height advantage. Look at badlands, for instance. Ever notice why there's only, like, 2 maps that break the badlands formula? Well, here's why. Since your map design encourages spamming down to the low ground where the point is, try to either bring the point up to ground level and add some defensive battlements, or make it more useful to go down and attack them head-on, which is what badlands does. Also, you may have noticed that engies don't invariably put sentries on the upper part of badlands' last. They put them on the ground level sometimes so they can get more cover. Clearly, you've chosen the path to add both cover and height advantage to sentry spots. Hope this helps!

BTW- DONT USE NOBUILD. It's cheap and frustrating. The only reason you use it is to prevent exploits.
 

biskuu

L2: Junior Member
Oct 25, 2014
97
22
Raise the point up to the same, or at least similar level to spawns.

Thank you for the reply my friend. I am planning to add 1-2 pillars that support the ceiling, that might reduce the sentries vision.

It's always better to fix what is making the spot OP for them rather than blocking their use there.

I am going to replace the nobuild area with some brushwork then, or perhaps a prop. We shall see :laugh:
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Yeah nobuild should only really be used in very rare situations outside of preventing exploits. It's always better to fix what is making the spot OP for them rather than blocking their use there.

This is literally coming from the man that nobuilt the entire centre of trainsawlaser because minsentries were ruining the fun.

Also Bisquit, my main point about not making a new thread is that all maps change as drastically as this if not more in their alpha stages. If people made a new thread every time we'd never be able to find an actually new map.
 
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